From 0a020dbcc848ae2debec664846e08bd097d70320 Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Tue, 23 Oct 2012 20:03:06 +0300 Subject: Properly read the mesh from LUA. Players can now be set to meshes using the following test script: function switch_player_visual() prop = { mesh="player.obj", texture="player.png", visual="mesh", } for _, obj in pairs(minetest.get_connected_players()) do obj:set_properties(prop) end minetest.after(1.0, switch_player_visual) end minetest.after(1.0, switch_player_visual) --- src/content_sao.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'src/content_sao.cpp') diff --git a/src/content_sao.cpp b/src/content_sao.cpp index a372b986f..6c2abf8f6 100644 --- a/src/content_sao.cpp +++ b/src/content_sao.cpp @@ -783,14 +783,14 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_, m_prop.weight = 75; m_prop.collisionbox = core::aabbox3d(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.); // start of default appearance, this should be overwritten by LUA - m_prop.visual = "upright-sprite"; + m_prop.visual = "upright_sprite"; m_prop.visual_size = v2f(1, 2); m_prop.textures.clear(); m_prop.textures.push_back("player.png"); m_prop.textures.push_back("player_back.png"); m_prop.spritediv = v2s16(1,1); // end of default appearance - m_prop.is_visible = (getHP() != 0); + m_prop.is_visible = (getHP() != 0); // TODO: Use a death animation instead for mesh players m_prop.makes_footstep_sound = true; } @@ -1138,7 +1138,6 @@ void PlayerSAO::disconnected() } } - std::string PlayerSAO::getPropertyPacket() { m_prop.is_visible = (getHP() != 0); -- cgit v1.2.3